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在学习 OpenGL ES 的工作原理时,我试图让一个带纹理的正方形出现在我的屏幕上。这是广场的相关代码。该代码基于谷歌示例:

public class Shape2Square {

private static final String TAG = "Shape2Square";
private final String vertexShaderCode =
        "uniform mat4 uMVPMatrix;" +
        "attribute vec4 vPosition;" +
        "attribute vec2 a_TexCoordinate;"+
        "varying vec2 v_TexCoordinate;"+
        "void main() {" +
        "v_TexCoordinate = a_TexCoordinate;"+
        "gl_Position = uMVPMatrix * vPosition;" +
        "}";

    private final String fragmentShaderCode =
        "precision mediump float;" +
        "uniform sampler2D u_Texture"+
        "varying vec2 v_TexCoordinate;"+
        "void main() {" +
        "gl_FragColor = texture2D(u_Texture, v_TexCoordinate);"+
        "}";
    private final FloatBuffer vertexBuffer;
    private final FloatBuffer textureBuffer;
    private final ShortBuffer drawListBuffer;
    private final int mProgram;
    private int mPositionHandle;
    private int mMVPMatrixHandle;
    private int mtexture;
    private int mtexCoordHandler;
    private int mtextureHandler;

    // number of coordinates per vertex in this array
    static final int COORDS_PER_VERTEX = 3;
    static float squareCoords[] = { -0.3f,  -0.3f, 0.0f,   // top left
                                    -0.3f, 0.3f, 0.0f,   // bottom left
                                     0.3f, 0.3f, 0.0f,   // bottom right
                                     0.3f,  -0.3f, 0.0f }; // top right
    // u,v 
    static float texturedata[] =   {0.0f, 0.0f,
                           0.0f, 1.0f,
                           1.0f, 1.0f,
                           1.0f, 0.0f};


    private final short drawOrder[] = { 0, 1, 2, 0, 2, 3 };

    private final int vertexStride = COORDS_PER_VERTEX * 4;

    public Shape2Square() {
        // initialize vertex byte buffer for shape coordinates
        ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
        bb.order(ByteOrder.nativeOrder());
        vertexBuffer = bb.asFloatBuffer();
        vertexBuffer.put(squareCoords);
        vertexBuffer.position(0);

        ByteBuffer bbtexture = ByteBuffer.allocateDirect(texturedata.length*4);
        bbtexture.order(ByteOrder.nativeOrder());
        textureBuffer = bbtexture.asFloatBuffer();
        textureBuffer.put(texturedata);
        textureBuffer.position(0);

        ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
        dlb.order(ByteOrder.nativeOrder());
        drawListBuffer = dlb.asShortBuffer();
        drawListBuffer.put(drawOrder);
        drawListBuffer.position(0);

        int vertexShader = CommonMethods.loadShader(GLES20.GL_VERTEX_SHADER,
                                                   vertexShaderCode);
        int fragmentShader = CommonMethods.loadShader(GLES20.GL_FRAGMENT_SHADER,
                                                     fragmentShaderCode);

        mProgram = GLES20.glCreateProgram();       
        Shape2Square.checkGlError("glCreateProgram");     
        GLES20.glAttachShader(mProgram, vertexShader); 
        Shape2Square.checkGlError("glAttachShader"); 
        GLES20.glAttachShader(mProgram, fragmentShader);
        Shape2Square.checkGlError("glAttachShader"); 
        GLES20.glLinkProgram(mProgram);
        Shape2Square.checkGlError("glLinkProgram");                 
    }

我从 logcat 得到的麻烦指向这个正方形的“绘制”方法。请注意,CommonMethods.loadTexture只需将位图代码加载到 OPEN GL 中:

EDIT1:(在代码中添加了 checkGlErrors)

    public void draw(float[] mvpMatrix, int textureid) {
        GLES20.glUseProgram(mProgram);
        Shape2Square.checkGlError("glUseProgram");



        vertexBuffer.position(0);
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
        Shape2Square.checkGlError("glVertexAttribPointer");
        GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
        Shape2Square.checkGlError("glVertexAttribPointer");
        GLES20.glEnableVertexAttribArray(mPositionHandle);
        Shape2Square.checkGlError("glEnableVertexAttribArray");


        textureBuffer.position(0);  
        mtexCoordHandler = GLES20.glGetAttribLocation(mProgram,"a_TexCoordinate");
        Shape2Square.checkGlError("glGetAttribLocation");
        GLES20.glEnableVertexAttribArray(mtexCoordHandler);
        Shape2Square.checkGlError("glEnableVertexAttribArray");
        GLES20.glVertexAttribPointer(mtexCoordHandler, 2, GLES20.GL_FLOAT, false, 8, textureBuffer);            
        Shape2Square.checkGlError("glVertexAttribPointer");


        mtextureHandler = GLES20.glGetUniformLocation(mProgram, "u_Texture");
        Shape2Square.checkGlError("mtextureHandler");
        mtexture = CommonMethods.loadTexture(textureid);

        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        Shape2Square.checkGlError("glActiveTexture");
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mtexture);
        Shape2Square.checkGlError("glBindTexture");
        GLES20.glUniform1i(mtextureHandler, 0);      
        Shape2Square.checkGlError("glUniform1i");

        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
        Shape2Square.checkGlError("glGetUniformLocation");

        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
        Shape2Square.checkGlError("glUniformMatrix4fv");

        GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
                              GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
        Shape2Square.checkGlError("glDrawElements");

        GLES20.glDisableVertexAttribArray(mPositionHandle);
        Shape2Square.checkGlError("glDisableVertexAttribArray");



    }
    public static void checkGlError(String glOperation) {
        int error;
        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
            Log.e(TAG, glOperation + ": glError " + error);
            throw new RuntimeException(glOperation + ": glError " + error);
        }
    }

这样做会导致错误并强制应用程序关闭。logcat 导致glGetUniformLocation最可能的罪魁祸首是mMVPMatrixHandle在弄乱代码之后,这很奇怪,因为它以前工作过。为了证明我的观点,如果我删除所有纹理代码并添加一个具有所有通常相关性的 vColor(在实际代码和 fragmentShadercode 中),那么我将得到彩色方块。我不明白错误所在glGetUniformLocation或如何解决它,因此感谢您的帮助。

EDIT1:所以我试图清除“glgetuniformlocation”的checkglerror,但这令人失望,因为现在错误以“glUniformMatrix4fv”的形式出现。有什么大错特错...

EDIT2:决定在整个代码中使用 checkglerror,到目前为止,似乎整个绘制方法(包括 glUseProgram)都有错误。在绘制方法(包括附加着色器和链接)之前发生的 gl 位是可以的,没有错误。

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1 回答 1

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好的,我发现我做错了什么(我是菜鸟......)。u_Texture 后面的 fragmentShadercode 应该有“;” 在它后面。真不敢相信这让我退缩了 2 天 :(。无论如何感谢 ClayMontgomery 的帮助。虽然我已经把形状颠倒了,但我很确定我可以解决这个问题。

于 2013-08-04T11:01:15.170 回答